[SCRIPT][AP/TC] Improved Races 2.0 v1.08 (6'th-June-12)

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Shuraalex
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Post by Shuraalex »

Is it possible to put an option which prevents the races going all out banans on Pirates, In my game play through I usually like to go all merchant play.

I started a new game with IR2.0 activated and was quite thrilled to see it in action, as a few days passed ( I like making an economic empire first thing )
And I noticed that I really really haven't seen any pirates at all, reason for that is that it seems even with Paranid vs Argon war and Argon vs Terran, all races including the mentioned above pretty much took almost all pirate sectors.

What would really be great is if race would have a block on "taking over" pirate sectors and instead went race on race instead of taking all pirates out and just going cold war style like in my game.
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Jack08
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Post by Jack08 »

Shuraalex wrote:Is it possible to put an option which prevents the races going all out banans on Pirates, In my game play through I usually like to go all merchant play.

I started a new game with IR2.0 activated and was quite thrilled to see it in action, as a few days passed ( I like making an economic empire first thing )
And I noticed that I really really haven't seen any pirates at all, reason for that is that it seems even with Paranid vs Argon war and Argon vs Terran, all races including the mentioned above pretty much took almost all pirate sectors.

What would really be great is if race would have a block on "taking over" pirate sectors and instead went race on race instead of taking all pirates out and just going cold war style like in my game.
The hotwar editor exists for a reason. ;)
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Post by -XeNoN- »

Jack08@

Is this compatible with:

TC plots in Albion Prelude ?
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Jack08
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Post by Jack08 »

NighTragE wrote:Jack08@

Is this compatible with:

TC plots in Albion Prelude ?
It should be - however IR does have the unfortunate habit of breaking plots by destroying critical stations. I Recommend not enabling the race war subsystems until you have completed the Terran plot just to be safe.
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Post by -XeNoN- »

Jack08@
Yea that's what i was thinking to do. Tnx mate for reply.

Btw did you tought to update the mod? Like for Khaak incursions etc?
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Post by Jack08 »

NighTragE wrote:Jack08@
Yea that's what i was thinking to do. Tnx mate for reply.

Btw did you tought to update the mod? Like for Khaak incursions etc?
Ive not got much time at the moment to update IR, but there may be an update sometime soon if things go according to plan - There may be a new feature coming soon. Tho it wont be Kha'ak incursions, yet... i feel comfortable to leave that feature incomplete for a while longer as 7ate has released something better then i could even think of :D
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Post by -XeNoN- »

Jack08@
Ok tnx.
Oh! Ive forgotten to meantion about new release of:

Khaak Invasions v1.3

Is it compatible? With Improved Khaak by 789 it is do you think its compatible with IR?
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Jack08
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Post by Jack08 »

NighTragE wrote:Jack08@
Ok tnx.
Oh! Ive forgotten to meantion about new release of:

Khaak Invasions v1.3

Is it compatible? With Improved Khaak by 789 it is do you think its compatible with IR?
If i had to guess, i'd guess that you should choose either Kha'ak invasions or Improved Kha'ak 2.0 and not run them side by side. For a more definite answer you will have to ask the creators of the respective plugins in there threads.

As for compatibility with IR: Im don't foresee any issues so long as all kha'ak options in the IR config menu are disabled.
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BoydofZINJ
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Post by BoydofZINJ »

Okay, I got this last night and I have to say... WOW.

i decided to keep the XRM mod and I have had no problems with either (so far). I created a totally new game, and went for the classic Humble Merchant start and started to enable the war and went with a modified classic AP list. All the classic alliances and enemies are still enemies and allies. However, I gave the Terrans an alliance with the Goners AND Teladi. I gave the Borons one more ally and made them an enemy of the Terrans. I pretty much left all the other relations alone, if I remember correctly.

I am playing quiet and amassed 12 million credits in 2 or 3 hours of playing the market after I sold my freighter and kept the Discoverer (i actually went exploring early and saw a Pirate Centaur attacking an Argon Solar Station).

I also noticed that the Borons lost 1 area (good ole' Borons). The Pirates already lost 3 areas. I guess I could make the Pirates neutral to everyone. However, it is kill or be killed time. I have not decided which race I will support, I am even thinking of going pro-Borons and capturing a few Argon space for them - but it might be hard with the rep. The Borons and Argons have their back - and honestly, if the Argons ever went after the Borons... ... ... the Argon president will be having squid for breakfast, lunch, and dinner for the next few years I think.
imeddyeddy
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Post by imeddyeddy »

I've got a kinda strange question - the first time I enabled the all-out war things went fine. Sectors were being captured, and the alliance tactical network was showing me reports on fleet movements. I disabled it while i left my game afk on seta for a couple hours (no point building a weapons complex and then cheating out weapons :D) and disabled the war since I figured it'd be safer. Upon returning to my game I re-enabled the invasion and response, and have since seen response ships, but I haven't received any reports on sector takeovers and the alliance tactical network remains at no info.

Granted, I didn't check how long it took for races to start scooping up sectors beforehand, but I've been playing a few hours now and still no change with the ATN. Am I doing something wrong, or do I just need to be a little more patient?
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Jack08
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Post by Jack08 »

imeddyeddy wrote:I've got a kinda strange question - the first time I enabled the all-out war things went fine. Sectors were being captured, and the alliance tactical network was showing me reports on fleet movements. I disabled it while i left my game afk on seta for a couple hours (no point building a weapons complex and then cheating out weapons :D) and disabled the war since I figured it'd be safer. Upon returning to my game I re-enabled the invasion and response, and have since seen response ships, but I haven't received any reports on sector takeovers and the alliance tactical network remains at no info.

Granted, I didn't check how long it took for races to start scooping up sectors beforehand, but I've been playing a few hours now and still no change with the ATN. Am I doing something wrong, or do I just need to be a little more patient?
Interesting. This is a known glitch with an unknown cause, but this post may help me locate the problem, You say you turned off invasions after having them on for some time? It could be that there is something wrong with the reset behavior of toggling them on and off, ill look into it when i get some time.

In the mean time, The Universe cleaner can fix this problem - it removes all IR ships from the universe and reverts IR's internal state arrays to defaults, simply run it and then reconfigure IR, and all should be well again.
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imeddyeddy
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Post by imeddyeddy »

Yep, I did a clean universe wipe and refired up IR's configurations, and it seems to work properly now. I had to wait roughly 20 minutes on seta 10x for there to be information showing on the ATN.

That aside, the only other difference besides disabling the race sector wars was enabling yaki armada 2. Not entirely sure if this should cause any conflict; the pirate guild hasn't caused any problems whatsoever.

I think I would note that the first time I cleaned universe and reconfigured IR nothing showed up on the ATN after an extended period of time - it was after I'd wiped, reconfigured and disabled yaki armada 2 that it seemed to yield proper results.
TouchMyNipple
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Post by TouchMyNipple »

First of all i'd suggest not using SETA 10x for w8 till a script starts working. 10x skips some scripts and might as well skip some essential initiating scripts. I'd suggest in future you use 6x.

Second of all, i belive (after some testing) that Yaki armada has some issues with usage. As for me those mobile bases are spawned invulnerable so all sector defences and response ships are tied. And also all ships invading asre tying to kill the same base. Resulting in heavy performance issues and as well no viable IR action happening around.

Cheers!
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Jack08
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Post by Jack08 »

TouchMyNipple wrote:First of all i'd suggest not using SETA 10x for w8 till a script starts working. 10x skips some scripts and might as well skip some essential initiating scripts. I'd suggest in future you use 6x.
This is not entirely correct, and i know the source of this mis-information, but im not going to point it out. Mostly because its my fault, i originally said this a year and a half or so ago in the original IR thread, and people have repeated it ever since. I said it the short and fast way of "skipped" when what a really meant was the following wall of text:



It is your own hardware and the mods that you are running that determine what SETA value you can use, If you have a top end computer, and running vanilla, SETA 10x is fine.

If your running XRM for example, and have top end hardware, seta 10x may cause problems (i say this because on my 3930k in seta 10x my framerate floors to 5 in a few seconds and takes a mintue+ to fully recover after exiting seta). If your running the current internal build of XTL like i am, you can run seta 30x and not have issues on my hardware. XTC can pull off 20x-ish on my computer. Tho i don't recommend running seta values like this to as delays in the execution can cause issues and values this high do cause major delays. (when i was debugging XTC i actually ran seta 50x for about a day without any issues haha)

When it comes right down to it, a good telling factor is frame rate, if your frame rate drops below 15-20 FPS when in seta 10x, don't use it. Drop down to 8x, going all the way to 6x is not necessary unless your performance in 8x is terrible. Scripts are more often delayed then skipped entirely, and the only 1 time ive ever seen this behavior manifest is when running a script that calls many, many other scripts in rapid succession(1ms timer), it didn't skip the call as much as delay it permanently, and it wouldn't return to normal operation until seta was cancelled. While frame rate isn't the only factor, its the one that you can most easily reference to tell where you should be at in terms of a seta value.

tl;dr: All in all, this whole toxic reaction to 10x is not necessary - some understanding on the matter is however. Seta doesnt skip scripts, it just delays them. framerate is a good telling factor for if your may run into issues, highly dependant on hardware however.

AL Plugins and You! - READ If your running AL plugins seta can cause massive, massive issues - in order to make sure your not running into these problems, simply go into the script editor from time to time and check the global tasks, and make sure the list is NOT growing over time, if it is growing with the same script repeatedly, stop seta and wait for it to shrink - if it does not shrink, contact the writer of the AL. It is never good practice to allow scripts to spawn and stay on the global stack forever, or for long periods of time unless your certain that another wont spawn on top of it - but this is another wall of text all in itself.

(EXCEPTION: XTC, only start worrying if there are more then 1 page of scripts as globals in XTC, and don't check for about an hour game time after game start)

!*- NEVER MANUALLY TERMINATE A GLOBAL TASK UNLESS YOU KNOW EXACTLY WHAT IT DOES AND WHAT THE EFFECTS MAY BE -*!
imeddyeddy wrote:Yep, I did a clean universe wipe and refired up IR's configurations, and it seems to work properly now. I had to wait roughly 20 minutes on seta 10x for there to be information showing on the ATN.
20 * 10x, 3ish hours - that's about right, invasion timers can range from 1.5 to 4 hours, and you only see action in the ATN that effects a friendly race (friendly invasion, hostile invasion in friendly space - you wont see a hostile invasion in hostile space).

Script conflicts are very tricky things, and are almost impossible to debug because its never something obvious like a task or variable overlap. If YA2 is indeed conflicting, there's not much ill be able to do about it.

This post has been rather void of smileys, that's rather unlike me!... i have to add some :D :)
Last edited by Jack08 on Fri, 28. Dec 12, 23:28, edited 1 time in total.
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imeddyeddy
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Post by imeddyeddy »

Well it's not crucial for me to have yaki armada 2, really, and the IR script is fantastic. This + NPC bailing + repair lasers on ships = viable way of playing as a salvager and earning money off it :D

in any case, thanks for your prompt responses in helping me resolve my issue. Massive thumbs up and stuff
TKup93
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Post by TKup93 »

I didnt read through the around 40 pages of this thread, so I may just be repeating what everyone else has said thus far.

First off, let me state that I have only been using this mod for around 5 hours, and only 2 of which have really been about combat.

With that said, I find it a MUST to have Low CPU turned on with the extra nullify fighters option. Reasons: I have my PHQ, 4 Argon EQDs and 3 Argon Free Trading stations, along with a 84 station Factory complex (using Complex Cleaner, so Frame Rate is relatively unaffected by it) along with 3 Fleets of Capital ships that defend the sector (in total, 8 Destroyers if you include my personal ship, 10 M7s, and about 10 M6s, + 10 M3 Spitfyres).

With ALL those ships running around, plus the stations and regular traffic in system I average a solid frame rate (dont run anything to see what it is, but its smooth and NEVER any choppy in SETA 10x)...With that said, when I went to take over the sector, I got to enjoy 2 minutes of lag time, followed by unending chop when the response fleets came to defend the sector...a response fleet made up ENTIRELY of Condor Carriers, 35/2 fighters a piece...so even when running in Low CPU mode I ran into 75+ additional ships in sector in an instant...this is in addition to what ever resistances were already in sector...


and my computer is no lightweight either, Intel i3 2100 CPU @ 3.10GHz with 8GBs of DDR3 Ram and a GTX 560Ti GFX card...


TL;DR: If you plan on invading a sector, any sector...or watching a battle between races...Turn on BOTH Low CPU settings to prevent your computer lagging like crazy.
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Jack08
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Post by Jack08 »

TKup93 wrote:I didnt read through the around 40 pages of this thread, so I may just be repeating what everyone else has said thus far.

First off, let me state that I have only been using this mod for around 5 hours, and only 2 of which have really been about combat.

With that said, I find it a MUST to have Low CPU turned on with the extra nullify fighters option. Reasons: I have my PHQ, 4 Argon EQDs and 3 Argon Free Trading stations, along with a 84 station Factory complex (using Complex Cleaner, so Frame Rate is relatively unaffected by it) along with 3 Fleets of Capital ships that defend the sector (in total, 8 Destroyers if you include my personal ship, 10 M7s, and about 10 M6s, + 10 M3 Spitfyres).

With ALL those ships running around, plus the stations and regular traffic in system I average a solid frame rate (dont run anything to see what it is, but its smooth and NEVER any choppy in SETA 10x)...With that said, when I went to take over the sector, I got to enjoy 2 minutes of lag time, followed by unending chop when the response fleets came to defend the sector...a response fleet made up ENTIRELY of Condor Carriers, 35/2 fighters a piece...so even when running in Low CPU mode I ran into 75+ additional ships in sector in an instant...this is in addition to what ever resistances were already in sector...


and my computer is no lightweight either, Intel i3 2100 CPU @ 3.10GHz with 8GBs of DDR3 Ram and a GTX 560Ti GFX card...


TL;DR: If you plan on invading a sector, any sector...or watching a battle between races...Turn on BOTH Low CPU settings to prevent your computer lagging like crazy.
Sounds like your having issues in battles, i cant quite tell if your running into a fleet of 20 carriers or just 2? - if its 20 then something is very wrong... If its a normal size fleet then there could be any number of things at fault.

Your report is far, far to vague, 2 minutes of lag... lag? what is lag? - slideshow? 10fps? 20 fps? 30fps?

Ive had people with computers far worse then yours not report issues with lag. However that being said if you expect to remain at 60 fps in seta 10x in the middle of a battle im sorry but that's just not going to happen, lol.

Ill need a list if your installed mods and scripts to help diagnose this issue.
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imeddyeddy
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Post by imeddyeddy »

Alright, I've got another strange problem. My rep with the argon is at rank 9, same with the boron. I'm enemies with the split at -3, and thanks to true relations my standing with the paranid have also dropped to -4.

However, after clearing a sector of split stations and capitals, I tried to claim the sector for an ally. Oddly enough, the pirates; yaki; terran; boron; argon were all listed as foes, while the paranid, split, and teladi were listed as neutral.

Argon and Boron were at 15% each (foe),
split, paranid, teladi all 0 to 1% each
pirates, terran, yaki ranging from -3% to -9%

I'm pretty confused at how this notoriety/reputation thing works with IR now.
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Jack08
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Post by Jack08 »

imeddyeddy wrote:Alright, I've got another strange problem. My rep with the argon is at rank 9, same with the boron. I'm enemies with the split at -3, and thanks to true relations my standing with the paranid have also dropped to -4.

However, after clearing a sector of split stations and capitals, I tried to claim the sector for an ally. Oddly enough, the pirates; yaki; terran; boron; argon were all listed as foes, while the paranid, split, and teladi were listed as neutral.

Argon and Boron were at 15% each (foe),
split, paranid, teladi all 0 to 1% each
pirates, terran, yaki ranging from -3% to -9%

I'm pretty confused at how this notoriety/reputation thing works with IR now.
Could you please screenshot the claim menu and your reputations? May give me a better idea of whats going on.
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imeddyeddy
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Post by imeddyeddy »

Alright. I did do a mission for the argon that somehow bumped them up to friend though. Pretty strange stuff.


Claim menu
http://i49.tinypic.com/2djza0z.jpg

Relations as per pilot info
http://i49.tinypic.com/2hdd3pw.jpg


Edit: Sweet jesus, my bad XD
Last edited by imeddyeddy on Sat, 29. Dec 12, 22:38, edited 1 time in total.

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